Ghostslinger (Apath)

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Unofficial rules compendium

The ghostslinger is a gunslinger who has a secret destiny, and when destiny calls, she answers. Until then, she is content to be a drifter and companion to others. To everyone but her closest friends and companions, she is but a nameless, lonesome traveler. The ghostslinger is a martial artist of the way of force.

Class Information

This is a force armor archetype, a supernatural gunslinger.

Class: Gunslinger.

Starting Money: 3d6 × 10 gp (average 105 gp)

Hit Die: d10.

Class Skills

The ghostslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features

The ghostslinger has all the gunslinger's class features, except as follows

Weapon and Armor Proficiency

Ghostslingers are proficient with all simple and martial weapons, and with all firearms. They are not proficient in any armor or shields.


The ghostslinger has a special destiny. What destiny is need not be clear at first, but it should always be relevant to the campaign. It is generally something to do with the dead, making the ghostslinger an agent for spooks and revenants. Player and game master should work together to create a destiny that appeals to the player and works as an adventure hook to the adventures the game master is running. A ghostslinger that blatantly ignores her destiny loses her supernatural and spell-like class abilities until she decides to pursue it again.

Ghost Armor (Su)

A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 6, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as light armor to abilities that require or work with armor. It provides an armor bonus of +4.

The armor created by ghostslingers looks like a veil of ghostly shadows. It can hide appearance, granting a +10 bonus on Disguise checks to conceal her identity.

Ghost armor and confidence replaces nimble.


Ghost Bullet (Su): As long as she has at least one point of grit, any firearm the ghostslinger wields gains the ghost touch property. A dropped weapon loses the property at the end of the ghostslinger’s turn. This replaces the gunslinger's dodge deed.

Phantom Shot (Su): The ghostslinger's firearms attacks out to the first range increment are incorporeal touch attacks rather than regular attacks that target touch armor class. This is actually a disadvantage in that force armors do protect against this ability, unlike normal first-increment attacks from guns. It always affects the ghostslinger from the point she gains this ability. By spending a point of grit, the ghostslinger can make a firearms attack at any range as am incorporeal touch attack. Incorporeal touch attacks ignore any armor that does not consist of force or has the ghost touch special quality. This replaces the deadeye deed.

Force Bullet (Su): At third level, a ghostslinger can spend one point of grit to reload a firearm as a free action. This is a magical load that does not consume any ammunition. When fired, it is a force attack. It ignores all DR and does full damage to incorporeal enemies. Any protection or vulnerability a target has to force attacks or magic missile spells affects this shot. This replaces utility shot.

Ghost Strike (Su): At third level, as long as she has at least one point of grit, the ghostslinger can choose to inflict nonlethal damage without taking the usual -4 attack penalty to do so. This replaces the pistol whip deed.

Dead Man Standing (Su): At 7th level, the gunslinger can spend 1 grit point when shooting a creature to make the shot pass straight through living tissue, leaving nothing but a hollow feeling of being near death. A living target takes no damage but is affected as if subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier. On an undead target, including an undead possessing a living target (such as a ghost with the malevolence ability), the shot does double normal damage but has no fear effect. This replaces the startling shot deed.

Phase Step (Su): At eleventh level, the ghostslinger can spend grit to step through a wall or barrier. The ghostslinger turns ethereal momentarily to do this. She cannot pass through barriers made out of force or living matter (including living plants). The cost is 1 point of grit per foot of thickness of the barrier. If the ghostslinger is surprised by the thickness of the barrier and decides not to pay the full grit cost, the phase step is cancelled but the ghostslinger still spends 1 grit. This replaces the lightning reload deed.

Ghost Army (Su): At 15th level the ghostslinger can spend 2 points of grit as a free action to give any weapon or armor used by an ally within 60 ft. of the ghostslinger the ghost touch property for one minute. Missile weapons imbue this ability on their ammunition. An item fired, thrown, or dropped lose the property at the end of the wielder's turn. This replaces the evasive deed.

Confidence (Ex)

Her destiny fills the ghostslinger with confidence. She gains a +1 bonus of Will saving throws against fear effects at 2nd level. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 18th level). Ghost armor and confidence replaces nimble.

Phantom Steed (Sp)

At 4th level, she gains the ability to cast phantom steed once per day as a sorcerer of her gunslinger level. When cast, the steed appears in the gunslinger's space (squeezing as required if there is not enough space) and the ghostslinger is immediately mounted. The mount disappears if the gunslinger dismounts, but can otherwise carry other riders along with the ghostslinger, as it's carrying capacity allows. The phantom steed has the Improved Evasion and Share Spells ability of an animal companion. The phantom steed is considered combat trained but has no attacks. At 8th level, the ghostslinger can cast phantom steed at will. At 12th level, she can cast phantom steed as a swift action. At 16th level, she can cast phantom steed as an immediate action, replacing a killed steed before hitting the ground. At 20th level, the phantom steed becomes incorporeal, but is still able to carry the ghost rider and any additional load.

This replaces all bonus feats. The ghostslinger can elect to take the bonus feats instead of gaining this ability.

Table: Ghostslinger

Level Base
1st +1 +2 +2 +0 Deeds (ghost bullet, phantom shot, quick clear), destiny, ghost armor, grit, gunsmith
2nd +2 +3 +3 +0 Confidence +1
3rd +3 +3 +3 +1 Deeds (force bullet, ghost strike, gunslinger's initiative)
4th +4 +4 +4 +1 Bonus feat
5th +5 +4 +4 +1 Gun training 1
6th +6/ +1 +5 +5 +2 Confidence +2, ghost armor (stacking)
7th +7/ +2 +5 +5 +2 Deeds (dead man standing, dead shot, targeting)
8th +8/ +3 +6 +6 +2 Bonus feat
9th +9/ +4 +6 +6 +3 Gun training 2
10th +10/ +5 +7 +7 +3 Confidence +3
11th +11/ +6/ +1 +7 +7 +3 Deeds (bleeding wound, expert loading, phase step)
12th +12/ +7/ +2 +8 +8 +4 Bonus feat
13th +13/ +8/ +3 +8 +8 +4 Gun training 3
14th +14/ +9/ +4 +9 +9 +4 Confidence +4
15th +15/ +10/ +5 +9 +9 +5 Deeds (ghost army, menacing shot, slinger's luck)
16th +16/ +11/ +6/ +1 +10 +10 +5 Bonus feat
17th +17/ +12/ +7/ +2 +10 +10 +5 Gun training 4
18th +18/ +13/ +8/ +3 +11 +11 +6 Confidence +5
19th +19/ +14/ +9/ +4 +11 +11 +6 Deeds (cheat death, death's shot, stunning shot)
20th +20/ +15/ +10/ +5 +12 +12 +6 Bonus feat, true grit

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Armor Proficiency
  • Deeds (Level 1 deadeye and gunslinger's dodge, level 3 pistol whip and utility shot, 7th startling shot, 11th lightning reload, 15th evasive.)
  • Bonus Feats (all)
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